Dot Conquest has five kinds of dot, and none of them is best. Each one beats some kinds and loses to others, so the question in every fight is not only "who has more?" but "who has the right ones?". This page puts every number and matchup in one place, read from the game's own rules.
The matchups
| Attacker | Light | Heavy | Scout | Siege | Medic |
|---|---|---|---|---|---|
| Light | Even | Weak | Strong | Strong | Even |
| Heavy | Strong | Even | Weak | Weak | Even |
| Scout | Weak | Weak | Even | Strong | Weak |
| Siege | Weak | Strong | Weak | Weak | Weak |
| Medic | No attack | No attack | No attack | No attack | No attack |
Read each row as "when this dot attacks that one". Strong means it does extra damage; weak means it does less. A matchup that is strong one way is usually weak the other way round, but not always: read both rows.
The five kinds
| Dot | HP | Damage | Speed | Strong against | Weak against |
|---|---|---|---|---|---|
| Light | 10 | 3 | 10 | Scout, Siege | Heavy |
| Heavy | 25 | 6 | 5 | Light | Scout, Siege |
| Scout | 6 | 1 | 14 | Siege | Light, Heavy, Medic |
| Siege | 15 | 2 | 4 | Heavy | Light, Scout, Siege, Medic |
| Medic | 8 | 0 | 8 | Does not fight | Does not fight |
And each in the game's own words:
Where your dots come from
You do not choose which kind a city makes. Each city makes mostly Lights, with the others mixed in at a set rhythm:
So an army is always mostly Lights, and the other kinds are a seasoning. Doctrines and cards change the mix: Iron Legion and Shieldbearers add Heavies, Field Hospitals and Field Medics add Medics, Siege Doctrine and Siege Train add Sieges. See every Doctrine explained.
Using the chart in a fight
Send the right group, not the biggest. If a rival's army is heavy with Heavies, a group with Sieges in it does far better than a bigger group of Lights. If he has a lot of Sieges, your Lights and Scouts eat them.
Look before you send. There is no fog of war: you can see what is in every rival group before you fight it. Zoom in and look at the mix.
Fight on the right ground. The ground multiplies the matchup. A dot standing in a forest takes less damage; one in a river takes more. See the terrain guide.
Mind the abilities. Three kinds act by themselves when their moment comes: the Siege shells a crowd, the Medic heals in a burst, the Heavy charges a nearby enemy. See the three abilities.
Bigger, tougher dots
A dot that fights and lives gets better:
A group of veterans can beat a bigger group of fresh dots, which is a good reason to fall back with a hurt group instead of losing it. More in veterans and city levels.
Where to go next
- The abilities: Heavy charge, Siege shell, Medic burst.
- The idea behind the chart: hard versus soft counters.